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Everything posted by fabio
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Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
OK, it can be left as is now, maybe there should be a switch to disable it. When merged I'll file a bug against mesa. Thanks for all this work! -
Build environment and deployment on the Mac
fabio replied to Yves's topic in Game Development & Technical Discussion
Well, the non-public files are not so non-public, BTW: http://trac.wildfire...a/mods/internal -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Most likely it's a mesa r300 driver issue. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
It works fine without parallax OR without self_ligth. According to a your previous post you have a ATI Mobility HD 4670 (DX10 era), while I have a much older X1600 (DX9 era). quantumstate (RV770, which is a 48xx like your) and I are both using mesa, but different drivers (r300 on my card (this driver supports up to Radeon X1xxx), r600 on his card (Radeon 2xxx -> 6xxx)). In my previous post I also said what I get when enabling only one effect at a time and that with parallax only it's not pixellated. However I now noticed is very slightly pixellated (you can barely see it in the shot) and I get this: This is waht I get with svn status, I put them in binaries/data/mods/public/art/textures/skins/structural/ (I also used your later texture in previous post) -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
I tried them all, one at a time while leaving the others to 1: #define USE_PARALLAX 0 It works fine with this. #define USE_NORMAL_MAP 0 Still bugged. #define USE_SPECULAR_MAP 0 The building disappear and I get this: ERROR: Failed to compile shader 'shaders/glsl/model_common_norm.fs': 0:196(43): error: `specColour' undeclared 0:196(45): error: type mismatch 0:0(0): error: no matching function for call to `mix(vec3, vec3, )' 0:0(0): error: candidates are: float mix(float, float, float) 0:0(0): error: vec3 mix(vec3, vec3, float) 0:0(0): error: float mix(float, float, float) 0:0(0): error: vec2 mix(vec2, vec2, vec2) 0:0(0): error: vec3 mix(vec3, vec3, vec3) 0:0(0): error: vec4 mix(vec4, vec4, vec4) 0:0(0): error: vec2 mix(vec2, vec2, float) 0:0(0): error: vec3 mix(vec3, vec3, float) 0:0(0): error: vec4 mix(vec4, vec4, float) #define USE_SELF_LIGHT 0 It works fine also with this. I also tried setting all to 0 and enabling them one at a time: they all looks good, except on the last one which again gives the same effects of USE_SPECULAR_MAP 0 with the others to 1. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Thanks, it no longer prints the "r300 ERRORs" and it works a bit better now: there is still the "pixellated" effect but not on the whole building as before: -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Also note that on other maps without the roman buildings I don't get the "r300 ERRORs" but the terrain flashes with a darker colour. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
I'd suggest to update to precise, btw, I am no longer updating mesa drivers in my PPA on older Ubuntu versions. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
Tested the updated patch bumpy2.diff with 140 changed to 120 and added the pngs. My system: Ubuntu 12.04 + Radeon X1600 + mesa driver from git. I get this console output, repeated many times (apparently we are asking too much from my old card): r300: ERROR: FS input generic 20 unassigned, not enough hardware slots (it's not a bug, do not report it). r300: ERROR: FS input generic 21 unassigned, not enough hardware slots (it's not a bug, do not report it). and this image: EDIT: myconid, which Ati card and driver (fglrx or mesa) are you using? -
Can you select 50 citizen of your choice in a group of 100? Yes, but this will require a lot of time. The AI could do this instantly. The fact that you can beat an AI doesn't imply you are faster that it.
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If you like them there are other open source isometric games to play with: Widelands Unknown Horizons Commander Stalin Bos Wars
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Well, the AI can do millions of things every second, a human player can manage only one thing at a time.
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Volcanic Lands is a playable map, why is it under Demo Maps?
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Create/mod new wall.
fabio replied to chaosislife's topic in Game Development & Technical Discussion
Nice. What about using two M segment rather than a L and a S one when the wall is not long enough? This way towers are better distributed. Or was it intentional? -
You may want to add Rise of the East civilisation which looks already almost complete.
- 30 replies
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- new releases
- alpha 10
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(and 2 more)
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Oh yes, I forget to mention the new nice dmg background, and the fact that ALT+ENTER no longer crash the game.
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I noticed VLC distribute a 32 and 64 bit dmg: http://www.videolan.org/vlc/download-macosx.html , dunno how it's done. BTW, the latest Alpha 10 dmg 10.5 image works perfectly here
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Server for multiplayer game on Linux (Ubuntu)
fabio replied to taras.perebeynosov@gmail.com's topic in General Discussion
Comparing Linux to Windows/Mac is like comparing 0 A.D. to Age of Empires, from the licensing point of view. Linux and 0 A.D. are free software (both GPL) and everyone can modify and improve them. -
Now we want photo of 0 A.D. on it
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This looks cool, eventually it could be integrated in the final statistics and eventually made accessible also during the game in a dedicated panel.
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Building a couple of market and sending 10 traders between them for every resource type, gives you a huge amount of resources with very little effort compared to collecting natural resources. Maybe it could be tweaked (less resource for every trader, or, better, supporting a limited amount of traders for every resource so that you should use a higher market distance to get more resource (since it depends on distance) which is more difficult since traders have higher chance of being killed)?
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qBot (yet another AI)
fabio replied to quantumstate's topic in Game Development & Technical Discussion
Some findings about current SVN about qbot: it builds a lot of fortress, even one near the other; it builds no market; when I was attaching him with 10 ballistas their citizen soldiers continued collecting resources rather than killing my ballistas. -
I no longer find the preview button before posting.
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Performance test on saved game
fabio replied to fabio's topic in Game Development & Technical Discussion
I deleted a market and all traders stopped, but FPS it's still about the same. And this is my profile, which looks similar. A* is dominating (pathfinding) taking 109.668 ms/f (its parent ComputeShortPath is at 113.024, sim update at 172.630 and total 266.713). Strange however why someone gets 60 FPS while looking much lower...